ActionScript 3.0 :: Getting Specific Average Number - Stack Over Flow Error
Nov 8, 2010
I'm having AS3 create 12 random var (play1, play2, etc) and then I ask it to average the 12 vars (numbers) until I get a specific average number. When I run this in AS2 I get the "script time error, keep running?" question. I tell it to keep running and eventually AS2 finds the right set of 12 numbers to equal a specific average number. In AS3 I get a "stack over flow error". I know that all my AS3 swf needs is just more time to find it.
i have a project and i need that when a specific variable equals a specific value a random number decreases on the current number, its easy to make it decrease but i need to decrease instead of 4 to decrease a maximun of 5 and minimun of 3.ere is the code :
I'm currently coding an image stack, (in quick words, when the user click on the top image, this one goes and hides at the end of the stack and displays the one under)I have the project to add a menu to be able to jump to specific images (the position could be stored on the id of the link or in xml)
Link 1 would take me to image 3 Link 2 would take me to image 7 ...
(let's take an example) if I want to access image #5 (right in the middle of a stack of 10 pics) how should I code it the proper way to make disappear the pictures before (if there are some), and place them after the ones currently under the image # 5
i get the following error messageError: Error #1023: Stack overflow occurred.i cant seem to get past this, im trying to create a loop for my brick movie clip that is created in libraryi dont want to use the coding addchild(brick_mc); the loop is much betterhere is the class file that the error is coming up on
I am creating a card game everything is fine but I am not able to create a stack of cards as follows: If I have 4 cards that are represented in an array such as 4,5,6,7 of Spades then I want the card with the least priority to be placed on top and the highest priority card placed behind the first one.
I'm having a strange problem w/ stack overflow errors after instantiating a simple class only 4 times. The strange thing is that when I put a trace statement where the classes are instantiated, it clears up the problem.
I'm having a strange problem w/ stack overflow errors after instantiating a simple class only 4 timesThe strange thing is that when I put a trace statement where the classes are instantiated, it clears up the problemHere's the classes:
I am trying to add a MC using an external AS file.my AS file is in the same place as my FLA and SWF.I am trying to use the AS class file to do this but I keep getting class path as wrong.I am also getting this ERROR ON OUTPUT
OUTPUT ERROR
Error: Error #1023: Stack overflow occurred. at mc_redBox() at Wayward() at mc_redBox()
at flash.events::EventDispatcher/dispatchEventFunction() at flash.events::EventDispatcher/dispatchEvent() at flash.net::URLLoader/onComplete()
This is particularly difficult to debug because when I run in debug mode it does not happen at all. It only happens when compiled as a release.
[Code]...
applicationComplete seems to be an even better event than creationComplete to put application initialization code. See this blog entry for some explanation, and and this video (around 4:25) by an Adobe Tech Evangelist for an example of simple "start of application" data initialization.
The game requires me to keep track of and tell robots to go to an x position and build something. There is some priority as to what robot gets selected based on their current task. So i have 3 arrays set up in a globalvars class, I then sort these arrays in order of least priority. There will be instances of the array being completely empty so I check to see if the GLOBALVARS.aBobIdle is undefined. When I exicute the code does not trace any of the trace functions and traces out a bunch of lines in the output pannel that look like this
(I'm not looking for a solution, (in fact, I could care less. It was just for a quick project and was never actually used anywhere. That error is very likely being caused by a bug in either the compiler or Flash Player). I just thought this was an interesting error which acts quite unexpectedly.)This code throws a runtime error "VerifyError: Error #1030: Stack depth is unbalanced."But this is no standard error! It starts off by listing the bytecode for the function or section that throws the error! (or maybe it's more bytecode than that, I can't tell) Very wonky indeed!
I want to log errors of my flash application after I released it.I will save the logs on files on the web server.Do you know how to get error message and stack trace when you use normal version(not debug version) of flash player?
Are there anyway to get number of frames in a specific scene? There's a totalFrames property of MovieClip class, but that's the total frames of all scenes.
How could I get a number of all same objects in array (lets say I have five "Grass" objects and ten "Wood" objects. Now I want to get the number of Wood objects.
Is there a way, or even better a class available in flash to help me round a number to a specific point. For example, I have need to have a number rounded to the nearest 15th, how would I do that?
Code: cnx.addEventListener(CNXConnection.DIGITAL, onDigital_10); function onDigital_10(e:DigitalEvent) {
[code]....
While debugging everything works properly if I'm testing that frame.But, pushing a button in another frame, I get the following error:
TypeError: Error #1009: Cannot access a property or method of a null object reference at "frame number:raw number"
I'm quite sure that the problem is that the variable e.Join changes its corresponding e.Value pushing a particular button in another frame (as must be). Any ideas how to link that information to the frame that create the error?
I have 4 movieclips that are animated around the stage and a basket movieclip button as the home button in the far left corner. When I click the basket I would like to have actionscript animate those 4 movieclips into the basket with an acceleration in 20 frames. This I can easily do without acceleration as I can find out the current location of the movie clips, find out the distance between it and the basket and then divide it by the number of frames I need, and then use that as the speed. But to be honest I am not sure where to begin when I include acceleration. I have dabbled with acceleration in the past but not with a specific number of frames in mind.
Is it possible to link to a specific part of my flash movie from an html page. Is there any way to link to a frame number or label? The site is html based, but the intro/home page is flash. I don't want users to have to see the intro every time they go back to the home page from somewhere else within the site. Is there something that I can append to my link on my html page to make it go to a specific frame in the swf?
how to get a movie clip to loop a specific number of times in Flash? I know how to stop a movie clip from looping by using the this.stop (); command by placing the command in a separate Action Script layer, in a keyframe, inside of the movie clip's timeline. This allows the movie clip to play through once and then stop. But I need for the movie clip to loop more than once, maybe 2 or 3 times, and then go back to the main timeline.
Also, is it possible to place a pause (I'm guessing, maybe by using a timer of some type?) between the loops, so that the movie will pause a couple of seconds before it loops again and then stop? Please note I do not need the movie clip to stop when there's an event like a rollover or anything. I just need it to play a couple of times, pause between plays and then stop and go back to the main timeline.
Does anyone know how to get a movie clip to loop a specific number of times in Flash? I know how to stop a movie clip from looping by using the this.stop (); command by placing the command in a separate Action Script layer, in a keyframe, inside of the movie clip's timeline. This allows the movie clip to play through once and then stop. But I need for the movie clip to loop more than once, maybe 2 or 3 times, and then go back to the main timeline.
Also, is it possible to place a pause (I'm guessing, maybe by using a timer of some type?) between the loops, so that the movie will pause a couple of seconds before it loops again and then stop? Please note I do not need the movie clip to stop when there's an event like a rollover or anything. I just need it to play a couple of times, pause between plays and then stop and go back to the main timeline.